mirror of
https://github.com/correl/mage.git
synced 2024-11-25 03:00:11 +00:00
* Game: improved fix command (more info and fixes);
* Game: improved game startup message (more info about private messages and players stats);
This commit is contained in:
parent
b59c8b663d
commit
58d7a96031
4 changed files with 119 additions and 63 deletions
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@ -399,7 +399,8 @@ public class CallbackClientImpl implements CallbackClient {
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}
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switch (usedPanel.getChatType()) {
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case GAME:
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usedPanel.receiveMessage("", new StringBuilder("You may use hot keys to play faster:")
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usedPanel.receiveMessage("", new StringBuilder()
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.append("HOTKEYS:")
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.append("<br/>Turn mousewheel up (ALT-e) - enlarge image of card the mousepointer hovers over")
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.append("<br/>Turn mousewheel down (ALT-s) - enlarge original/alternate image of card the mousepointer hovers over")
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.append("<br/><b>")
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@ -429,12 +430,19 @@ public class CallbackClientImpl implements CallbackClient {
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.append("<br/><b>")
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.append(KeyEvent.getKeyText(PreferencesDialog.getCurrentControlKey(PreferencesDialog.KEY_CONTROL_SWITCH_CHAT)))
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.append("</b> - Switth in/out to chat text field")
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/*
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.append("<br/><b>")
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.append(KeyEvent.getKeyText(PreferencesDialog.getCurrentControlKey(PreferencesDialog.KEY_CONTROL_TOGGLE_MACRO)))
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.append("</b> - Toggle recording a sequence of actions to repeat. Will not pause if interrupted and can fail if a selected card changes such as when scrying top card to bottom.")
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.append("<br/><b>").append(System.getProperty("os.name").contains("Mac OS X") ? "Cmd" : "Ctrl").append(" + click</b> - Hold priority while casting a spell or activating an ability")
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.append("<br/>").append("Type <b>/fix</b> message in chat to fix freezed game")
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.append("<br/>").append("Type <b>/pings</b> message in chat to show players and watchers ping")
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*/
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.append("<br/>")
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.append("<br/>")
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.append("CHAT COMMANDS:")
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.append("<br/>").append("<b>/h username </b> - show player's stats (history)")
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.append("<br/>").append("<b>/w username message</b> - send private message to player (whisper)")
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.append("<br/>").append("<b>/pings</b> - show players and watchers ping")
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.append("<br/>").append("<b>/fix</b> - fix freezed game")
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.toString(),
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null, MessageType.USER_INFO, ChatMessage.MessageColor.BLUE);
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break;
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@ -232,7 +232,7 @@ public enum ChatManager {
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if (entry.getKey().equals(id)) {
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GameController controller = entry.getValue();
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if (controller != null) {
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message += controller.attemptToFixGame();
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message += controller.attemptToFixGame(user);
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chatSessions.get(chatId).broadcastInfoToUser(user, message);
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}
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}
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@ -37,7 +37,6 @@ public class User {
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private static final Logger logger = Logger.getLogger(User.class);
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public enum UserState {
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Created, // Used if user is created an not connected to the session
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Connected, // Used if user is correctly connected
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Disconnected, // Used if the user lost connection
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@ -1185,7 +1185,7 @@ public class GameController implements GameCallback {
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}
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private String getName(Player player) {
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return player != null ? player.getName() : "-";
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return player != null ? player.getName() : "none";
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}
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public String getPingsInfo() {
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@ -1211,7 +1211,19 @@ public class GameController implements GameCallback {
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return String.join("<br>", usersInfo);
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}
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public String attemptToFixGame() {
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private String asGood(String text) {
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return "<font color='green'><b>" + text + "</b></font>";
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}
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private String asBad(String text) {
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return "<font color='red'><b>" + text + "</b></font>";
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}
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private String asWarning(String text) {
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return "<font color='aqua'><b>" + text + "</b></font>";
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}
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public String attemptToFixGame(User user) {
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// try to fix disconnects
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if (game == null) {
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@ -1222,7 +1234,7 @@ public class GameController implements GameCallback {
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return "";
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}
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logger.warn("FIX command was called for game " + game.getId() + " - players: " +
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logger.warn("FIX command was called by " + user.getName() + " for game " + game.getId() + " - players: " +
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game.getPlayerList().stream()
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.map(game::getPlayer)
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.filter(Objects::nonNull)
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@ -1230,100 +1242,137 @@ public class GameController implements GameCallback {
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.collect(Collectors.joining(", ")));
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StringBuilder sb = new StringBuilder();
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sb.append("<br/>Game State:<br/><font size=-2>");
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sb.append(state);
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sb.append("<font color='red'>FIX command called by " + user.getName() + "</font>");
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sb.append("<font size='-2'>"); // font resize start for all next logs
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sb.append("<br>Game ID: " + game.getId());
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// pings info
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sb.append("<br>");
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sb.append(getPingsInfo());
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boolean fixedAlready = false;
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Player activePlayer = game.getPlayer(state.getActivePlayerId());
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List<String> fixActions = new ArrayList<>(); // for logs info
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// fix active
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sb.append("<br>Checking active player: " + getName(activePlayer));
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if (activePlayer != null && activePlayer.hasLeft()) {
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fixActions.add("active player");
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sb.append("<br>Found disconnected player! Concede...");
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activePlayer.concede(game);
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activePlayer.leave(); // abort any wait response actions
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Player playerActive = game.getPlayer(state.getActivePlayerId());
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sb.append("<br>Fixing active player: " + getName(playerActive));
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if (playerActive != null && !playerActive.canRespond()) {
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fixActions.add("active player fix");
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sb.append("<br><font color='red'>WARNING, active player can't respond.</font>");
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sb.append("<br>Try to concede...");
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playerActive.concede(game);
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playerActive.leave(); // abort any wait response actions
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sb.append(" (" + asWarning("OK") + ", concede done)");
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sb.append("<br>Try to skip step...");
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Phase currentPhase = game.getPhase();
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if (currentPhase != null) {
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currentPhase.getStep().skipStep(game, state.getActivePlayerId());
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sb.append("<br>Forcibly passing the phase!");
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fixedAlready = true;
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sb.append(" (" + asWarning("OK") + ", skip step done)");
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} else {
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sb.append("<br>Current phase null");
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sb.append(" (" + asBad("FAIL") + ", step is null)");
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}
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sb.append("<br>Active player has left");
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} else {
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sb.append(playerActive != null ? " (" + asGood("OK") + ", can respond)" : " (" + asGood("OK") + ", no player)");
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}
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// fix lost choosing dialog
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sb.append("<br>Checking choosing player: " + getName(game.getPlayer(state.getChoosingPlayerId())));
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if (state.getChoosingPlayerId() != null) {
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if (game.getPlayer(state.getChoosingPlayerId()).hasLeft()) {
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fixActions.add("choosing player");
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sb.append("<br>Found disconnected player! Concede...");
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Player p = game.getPlayer(state.getChoosingPlayerId());
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if (p != null) {
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p.concede(game);
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p.leave(); // abort any wait response actions
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}
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Player choosingPlayer = game.getPlayer(state.getChoosingPlayerId());
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sb.append("<br>Fixing choosing player: " + getName(choosingPlayer));
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if (choosingPlayer != null && !choosingPlayer.canRespond()) {
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fixActions.add("choosing player fix");
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sb.append("<br><font color='red'>WARNING, choosing player can't respond.</font>");
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sb.append("<br>Try to concede...");
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choosingPlayer.concede(game);
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choosingPlayer.leave(); // abort any wait response actions
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sb.append(" (" + asWarning("OK") + ", concede done)");
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sb.append("<br>Try to skip step...");
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if (fixedAlready) {
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sb.append(" (OK, already skipped before)");
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} else {
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Phase currentPhase = game.getPhase();
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if (currentPhase != null && !fixedAlready) {
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currentPhase.getStep().endStep(game, state.getActivePlayerId());
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if (currentPhase != null) {
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currentPhase.getStep().skipStep(game, state.getActivePlayerId());
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fixedAlready = true;
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sb.append("<br>Forcibly passing the phase!");
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} else if (currentPhase == null) {
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sb.append("<br>Current phase null");
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sb.append(" (" + asWarning("OK") + ", skip step done)");
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} else {
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sb.append(" (" + asBad("FAIL") + ", step is null)");
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}
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sb.append("<br>Choosing player has left");
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}
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} else {
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sb.append(choosingPlayer != null ? " (" + asGood("OK") + ", can respond)" : " (" + asGood("OK") + ", no player)");
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}
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// fix lost priority
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Player p = game.getPlayer(state.getPriorityPlayerId());
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sb.append("<br>Checking priority player: " + getName(game.getPlayer(state.getPriorityPlayerId())));
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if (p != null) {
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if (p.hasLeft()) {
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fixActions.add("priority player");
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sb.append("<br>Found disconnected player! Concede...");
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p.concede(game);
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p.leave(); // abort any wait response actions
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Player priorityPlayer = game.getPlayer(state.getPriorityPlayerId());
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sb.append("<br>Fixing priority player: " + getName(priorityPlayer));
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if (priorityPlayer != null && !priorityPlayer.canRespond()) {
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fixActions.add("priority player fix");
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sb.append("<br><font color='red'>WARNING, priority player can't respond.</font>");
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sb.append("<br>Try to concede...");
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priorityPlayer.concede(game);
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priorityPlayer.leave(); // abort any wait response actions
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sb.append(" (" + asWarning("OK") + ", concede done)");
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sb.append("<br>Try to skip step...");
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if (fixedAlready) {
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sb.append(" (" + asWarning("OK") + ", already skipped before)");
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} else {
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Phase currentPhase = game.getPhase();
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if (currentPhase != null && !fixedAlready) {
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if (currentPhase != null) {
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currentPhase.getStep().skipStep(game, state.getActivePlayerId());
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fixedAlready = true;
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sb.append("<br>Forcibly passing the phase!");
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sb.append(" (" + asWarning("OK") + ", skip step done)");
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} else {
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sb.append(" (" + asBad("FAIL") + ", step is null)");
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}
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}
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sb.append("</font>");
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} else {
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sb.append(priorityPlayer != null ? " (" + asGood("OK") + ", can respond)" : " (" + asGood("OK") + ", no player)");
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}
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// fix timeout
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sb.append("<br>Checking Future Timeout: ");
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sb.append("<br>Fixing future timeout: ");
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if (futureTimeout != null) {
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sb.append("Cancelled?=");
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sb.append(futureTimeout.isCancelled());
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sb.append(",,,Done?=");
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sb.append(futureTimeout.isDone());
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sb.append(",,,GetDelay?=");
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sb.append((int) futureTimeout.getDelay(TimeUnit.SECONDS));
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if ((int) futureTimeout.getDelay(TimeUnit.SECONDS) < 25) {
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fixActions.add("future timeout");
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sb.append("cancelled?=" + futureTimeout.isCancelled());
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sb.append("...done?=" + futureTimeout.isDone());
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int delay = (int) futureTimeout.getDelay(TimeUnit.SECONDS);
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sb.append("...getDelay?=" + delay);
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if (delay < 25) {
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fixActions.add("future timeout fix");
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sb.append("<br><font color='red'>WARNING, future timeout delay < 25</font>");
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sb.append("<br>Try to pass...");
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PassAbility pass = new PassAbility();
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game.endTurn(pass);
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sb.append("<br>Forcibly passing the turn!");
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sb.append(" (" + asWarning("OK") + ", pass done)");
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} else {
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sb.append(" (" + asGood("OK") + ", delay > 25)");
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}
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} else {
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sb.append("Not using future Timeout!");
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sb.append(" (" + asGood("OK") + ", timeout is not using)");
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}
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sb.append("</font>");
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// TODO: fix non started game (send game started event to user?)
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// ALL DONE
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if (fixActions.isEmpty()) {
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fixActions.add("none actions");
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fixActions.add("none");
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}
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logger.warn("FIX command result for game " + game.getId() + ": " + fixActions.stream().collect(Collectors.joining(", ")));
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String appliedFixes = fixActions.stream().collect(Collectors.joining(", "));
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sb.append("<br>Applied fixes: " + appliedFixes);
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sb.append("</font>"); // font resize end
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sb.append("<br>");
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logger.warn("FIX command result for game " + game.getId() + ": " + appliedFixes);
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System.out.println(sb.toString());
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return sb.toString();
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}
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